Unity プロジェクトをビルドするときのオブジョンを選択します
関連項目: BuildPipeline.BuildPlayer.
None | オプション無しでビルドします |
Development | 開発バージョンとしてビルドします |
AutoRunPlayer | ビルド後、アプリケーションを起動します |
ShowBuiltPlayer | ビルド後、アプリケーションファイルを表示します |
BuildAdditionalStreamedScenes | For internal use |
AcceptExternalModificationsToPlayer | Xcode (iOS) または Eclipse (Android) プロジェクトのビルドに使用します。 |
CleanBuildCache | Clear all cached build results, resulting in a full rebuild of all scripts and all player data. |
ConnectWithProfiler | エディターのプロファイラーに接続した状態でプレイヤーを起動します。 |
AllowDebugging | Allow script debuggers to attach to the Player remotely. You can debug your scripts only if you use BuildOptions.Development. |
SymlinkSources | Symlink sources when generating the project. This is useful if you're changing source files inside the generated project and want to bring the changes back into your Unity project or a package. |
UncompressedAssetBundle | アセットバンドルを生成するときに圧縮処理を行わないようにします |
ConnectToHost | Sets the Player to connect to the Editor. |
CustomConnectionID | Determines if the player should be using the custom connection ID. |
BuildScriptsOnly | Only build the scripts in a Project. |
PatchPackage | Patch a Development app package rather than completely rebuilding it.Supported platforms: Android. |
ForceEnableAssertions | アサーションをビルドに含めます。デフォルトでは、アサーションは開発ビルドにのみ含まれます。 |
CompressWithLz4 | Use chunk-based LZ4 compression when building the Player. |
CompressWithLz4HC | Use chunk-based LZ4 high-compression when building the Player. |
StrictMode | ビルド中にエラーが発生したら、ビルドを中断します。 |
IncludeTestAssemblies | Build will include Assemblies for testing. |
NoUniqueIdentifier | Will force the buildGUID to all zeros. |
WaitForPlayerConnection | Sets the Player to wait for player connection on player start. |
EnableCodeCoverage | Enables code coverage. You can use this as a complimentary way of enabling code coverage on platforms that do not support command line arguments. |
EnableDeepProfilingSupport | Enables Deep Profiling support in the player. |
DetailedBuildReport | Generates more information in the BuildReport. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.